I'm doing pretty much everything myself right now, but between all the mapping, design work, coding, and testing, could use a hand or two with other tasks. If you think you have what it takes to do one of these roles at least as well as what's currently in EXU2, apply within! More than one person can work on some of these, too.

Ideally, you would be available frequently and on IRC often. Additional help outside your role would be welcome, but certainly not required or expected!

Rewards include EXU2 repository access for the latest alpha versions of everything, profuse thanks/recognition/official credits, and free beer/homemade meals if you are ever in my neck of the woods. And, of course, more influence over the course of the mod itself.

You'll also retain all rights to any original content you create because I'm not an asshole/not making any money here, and you are more than welcome to show off the final product(s) in a portfolio. I'll write you a glowing letter of recommendation, too, if you need one!

USCRIPT KNIGHT:Good with UScript? I WOULD LOVE SOME HELP! UArchitect has been super busy with real life stuff, so a lot of his work remains unfinished. If we could complete some things, EXU2 would be even more awesome. Here's what's needed:

Completion of incomplete features (when possible). Many things were partially-implemented and may be at or near a working state, but are beyond my ability to finish, and will be scrapped if nobody can pick up where UArch left off.

Help fixing bugs, on and offline. I can do a lot of this myself, but some stuff is beyond me or a pain in the ass to fix myself when I could be working on other things.

Help implementing and improving new designs for various things, offering input on best practices, etc.

MODEL WRANGLER:EXU2 has several in-progress models, some of which need to be animated and/or UVmapped and most of which need to be imported and textured. So if you are able to UV map, export, import into UE1, and skin some models, I would love your help. A lot. A LOT.

You do not need to be able to make models yourself, just deal with existing ones! Though if you can make your own and want to, by all means, go nuts! I still need new weapon models and ammo pickup models for a variety of things, so help with that would be wonderful too!

AUDIO WIZARD:If you are good with mixing sound effects or even creating good, high-quality effects yourself, I would love to hear samples of your work! Some of the older audio assets in EXU2 need to be replaced, and there's always room to improve existing ones.

Music is covered already, so I'm not in need of a musician so much as just straight-up sound effects. Organic/monster sounds, weapon sounds, explosions, misc. effects, whatever. You get me good quality stuff, I'll find a use for it! Or someone else who makes their own EXU2 content will!

MEDIA MASTER:EXU2 has a ModDB page that could REALLY use some love. Keeping that page updated about once a month (more is a plus but not needed!) would be great. You'd post new screenshots and info about current and in-progress features as well as put together nice-looking news posts and stuff.

This would save me a lot of time and help the mod get better exposure outside of the Unreal community, which would be awesome! Especially important is keeping it updated with Open Beta patch/version info as updates are released, as well as when any fan content you notice gets made/updated!

Bonus: being able to put together videos, such as trailers or demos showing off gameplay elements, maps, creatures, etc. Anything worth showing, but not too much, of course - don't want to spoil every surprise! That and good-looking screenshots. Really just need to be able to generate media and maintain the ModDB page with currentish stuff instead of many-years-old stuff.

Feel free to PM me applications (really informal here) or post 'em in this thread if you're interested! Thank you thank you thank you SO MUCH if you volunteer to help out! More roles may be posted if needed depending on interest, but for now, this is what I need most.

It's been a while since I worked on this model, but I finished the first 50 to 60 percent of it so here it is:

Lemme know how it looks. I know for sure that I can do the high poly exclusively. Baking onto the low poly is doable but I'm not the best at optimizing my bakes so keep that in mind (if you want to assume a certain plan of attack on the model based on this possibility). Skinning is something I'm even less equipped to try, although I can do a color bake so you can have full color fill on each part so you can select and overlay textures on the skin (unless I end up doing such a thing myself...might turn out nicely). Firing animation is done, and the other animations should be easy to make, although getting the model to Unreal will be a pain if I tried to do it myself. Might have to ask for some help or instruction on how to do this effectively.

I'm still not sure whether or not the model is too busy or if I can make certain things look a bit better. The front makes me happy, the middle is cool but let me know if you or anybody else have any suggestions (Sana, I'm looking at you since this is your sketch).

Jet v4.3.5 wrote:....Firing animation is done, and the other animations should be easy to make, although getting the model to Unreal will be a pain if I tried to do it myself. Might have to ask for some help or instruction on how to do this effectively.

I could step you through how to import the model if you want Jet? Or you could send me the model itself and I'd have no problem exporting it and importing it into UT

Jet v4.3.5 wrote:....Firing animation is done, and the other animations should be easy to make, although getting the model to Unreal will be a pain if I tried to do it myself. Might have to ask for some help or instruction on how to do this effectively.

I could step you through how to import the model if you want Jet? Or you could send me the model itself and I'd have no problem exporting it and importing it into UT

When I'm done with this model, I would very much like to know the steps to this process so I can do it in the future. In fact, right now I have the low-poly and it's been UVd and has one firing animation (plus I can make a test animation if you think trying with multiple anim sets is a good idea). I'll probably be doing this more often, so it's a good piece of knowledge to have. Just note that I'm going to convert this to Vertex Mesh if possible.